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Materials

Core Materials

Core Materials are the basic materials used to create armors and weapons. They are listed below in their Hardness categories, listing their modified Hardness, general description, and bonus properties, if any. Most, if not all, of the materials are self explainatory as to what is needed to craft an item with them. It is a DM's discretion if a material can be used for a weapon or an armor. These also replace any entries in the DMG.

Material--------Hardness--Description/properties

D4

Funganium-------1d4+1-----Dried and cured fungi.

Wood------------1d4+1-----Any natural wood of decent merit, ex-oak or pine

Bone------------1d4-------For crafting purposes, only strong animal bone will do.

Stone-----------1d4-1-----Any natural stone.

Leather---------1d4-1-----Fine cured animal leather is flexible and strong.

Hide------------1d4-2-----Thick, tough animal pelt is quite durable.

Chitin----------1d4-2-----Large insectoid's exoskelatons make for tough material.

D6

Bronze----------1d6+1-----A weaker, but cheaper, metal.

Icenine---------1d6+1-----Ice that never melts. Has "Icenine" property.

Steel-----------1d6-------The basic and most common metal. As PHB.

Ironwood--------1d6-------Wood from Iron Trees is as strong as steel.

Cold Iron-------1d6-------Similar to steel except for a cold blue color. Has "Feybane" property

Star Metal------1d6-1-----Meteorite metal, gets very sharp. Grants weapons +1 attack and damage.

Celestrium------1d6-1-----Celestial metal. Has "Celestrium" property.

Infernum--------1d6-1-----Dark metal that never fully cools after forging. Has "Infernum" property.

D8

Dark Wood/Leaf--1d8-------Leaves/wood alchemically treated to dry extremely hard.

Meganium--------1d8-------A tough and cheap metal, but very heavy. Has "Heavyweight" property.

Mithril---------1d8-1-----A very rare, lightweight metal. Has "Lightweight" property.

Adamantine------1d8-2-----The hardest known material. Has "Critless" property.

Specific Monster Materials

These are special materials dirived from specific monsters. They are mundane for game's purposes. Each lists the Core Material they act as, as well as the adjustments from their origins.  Increases to die category mean they're significantly harder than normal materials, thus this is the same as increasing their hardness level. The former modifiers remain the same. Also listed is what is needed to craft it. Crafting with monster materials is special work and requires a highly skilled expert in their field, likely someone the PCs must quest to find.  The skills of such a craftsman are likely more expensive than the PHB might list for weapons or armor, but it is up to the DM to put a value to it. Monster materials must be provided for these items.

Material____________like____Adjustments_____Property_____________Material needed

Basalisk Spikes_____Stone___+1 Die Category_None_________________Basilisk Spines

Behir Leather_______Leather_None____________Behir Skin___________Behir Skins

Bulette Shell_______Steel___-2 Hardness Mod_None_________________Bulette Shells

Cloaker Skin________Leather_None____________Cloaker Phantasm_____Cloaker Skins

Displacer Leather___Leather_None____________Displacer____________Displacer Skins

Dragon Bone_________Bone____+2 Die Category_None_________________Dragon Bones

Dragon Hide_________Hide____+2 Die Category_Elemental Resistance_Dragon Skins

Elemental Firehide__Hide____None____________Ignited Illumination_Fire Elemental Skins

Elemental Stone_____Stone___None____________Stoneshift___________Stone Elemental Skins

Elven Feathersteel__Steel___None____________None_________________Large Feathers, Hearth Potion

Ettercap Silk_______Leather_None____________Immune to Webbing____Ettercap Web or Silk Gland

Flumph Skin_________Leather_None____________Emotion Glow_________Flumph Tentacles

Lamia Hide__________Hide____None____________Intoxicating_________Lamia Skins

Troll Bone__________Bone____None____________Troll Regeneration___Troll Femur

Troll Hide__________Hide____None____________Troll Regeneration___Troll Skins

Yeti Hide___________Hide____None____________Snow Camouflage______Skins from any creature w/Property

Crafting Templates

Crafting Templates are varieties of ways to craft either certain materials or certain items. Many effect the Hardness Level of the material used. They can be used on Core Materials or Specific Monster Materials, so long as they fit the Crafting Template's prerequisites. You can not stack multiple Crafting Templates. Each requires a different type of highly skilled craftsman to perform, and are often excessively expensive. It is up to your DM just how common these may be to either find or have created. A standard smithy or craftsman can repair items made in this way, so long as they are not completely broken by losing all their Hardness HP, but it takes them twice as long (cost of repair is increased due to the value the template adds to the item). Completely broken items must be repaired by master hands the likes of which likely crafted it in the first place.

Celestial-Increases Hardness Level by 1. Weapons made this way grant +1 to attack rolls. All Items crafted this way have the Celestial Curse property.

Prerequisite: Material being used to craft with must be gathered from a Celestial creature's body (not just found on the corpse, but part of their physical body).

 

Demonic-Increases Hardness Level by 1. Weapons made this way grant +1 to attack rolls. All Items crafted this way have the Demon Curse property.

Prerequisite: Material being used to craft with must be gathered from a Fiend (demon) creature's body (not just found on the corpse, but part of their physical body).

 

Devilish-Increases Hardness Level by 1. Weapons made this way grant +1 to attack rolls. All Items crafted this way have the Devil Curse property.

Prerequisite: Material being used to craft with must be gathered from a Fiend (devil) creature's body (not just found on the corpse, but part of their physical body).

 

Dwarven Masterwork- Increases Hardness Level by 1. Weapons made this way grant +1 to attack rolls. Armor made this way grants +1 AC.

Prerequisite: Only metals folded by a master Dwarven Blacksmith can ever be called Dwarven Masterwork. Not just any Dwarven smithy will do, but it takes one who has worked for more than a century as a smithy and deemed a master by his peers may even dare try this method of metalurgy.

 

Elven Masterwork- Weapons made this way grant +1 to attack rolls. All items crafted have the Lightweight property.

Prerequisite: Elven Master Crafters will work with any material and take pride in their ability to work with anything. But finding a true Elven Master Crafter is difficult, as the Elven Masterwork technique is such a trade secret that only an elder may pass the skill on, and only once a century.

 

Feytouched- Items crafted with this material and technique glow faintly with a shimmery color reminescent of the creature the materials came from. Wearers of Armor crafted this way gain advantage on saves against spells or magical effects.

Prerequisite: Material being used to craft with must be gathered from a fey creature's body (not just found on the corpse, but part of their physical body).

 

Fossilized- Increases Hardness Modifier by -2.

Prerequisite- Material being used to craft with must be from a fossilized creature or plant. Cannot be applied to metals.

 

Masterwork- Increases Hardness Level by 1. Weapons made in this way grant +1 to damage. Wearers of Medium armor made in this way may add their Dex Modifier to their AC to a max of 3 (as apposed to the former max of 2). Wearers of Heavy Armor made this way may add their Dex Modifier to their AC to a max of +1 (as apposed to the former of not adding it at all).

Material Properties

Behir Skin: This rubbery leather resists electricity. Lightening attacks against it have disadvantage.

Celestrium:  When used to craft a weapon, the weapon either doubles the damage modifier on a critical hit, or deals an additional 2 damage on a critical hit, whichever is higher. When used to craft armor, the wearer takes 2 less damage from critical hits.

Cloaker Phantasm (recharges after a Long Rest): Wearers of armor with this property can magically create 1 illusory duplicate of itself if it isn't in bright light.  The duplicate moves with it and mimics its actions, shifting position so as to make it impossible to track which is real. If the wearer is ever in an area of bright light, the duplicate disappears.

Whenever any creature targets the wearer with an attack or a harmful spell while the duplicate remains, that creature rolls randomly to determine whether it targets the wearer or the duplicate. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.

A duplicate has the wearer's AC and uses its saving throws. If an attack hits the duplicate, or if the duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

Celestial Curse: Upon being held or worn, an item with this property curses it's new owner. The curse remains until the item is destroyed in a sacrificial religious offering, merely breaking the item won't suffice. While cursed, a creature is compelled to do good deeds. When the opportunity arrises to do something selfless, roll a d20. On a roll of 5 or lower, the creature submits to the compulsion and commits the good deed.

Critless: When used to craft armor, the wearer becomes immune to critical hits. When used to craft a weapon, the weapon deals 1d6 additional damage upon a critical hit.

Demon Curse: Upon being held or worn, an item with this property curses it's new owner. The curse remains until the item is destroyed in a sacrificial religious ceremony, merely breaking the item won't suffice. While cursed, a creature is compelled to slaughter anyone clearly weaker. When the opportunity arrises to do so, roll a d20. On a roll of 5 or lower, the creature submits to the compulsion and attacks the weaker creature.

Devil Curse: Upon being held or worn, an item with this property curses it's new owner. The curse remains until the item is destroyed in a sacrificial religious ceremony, merely breaking the item won't suffice. While cursed, a creature is compelled to conquer, enslave, and oppress. When the opportunity for such acts arrise, roll a d20. On a roll of 5 or lower, the creature submits to the compulsion and commits the devilish act.

Displacer (recharges after a Long Rest): Wearers of armor with this property project a magical illusion that lasts 1 hour or until disrupted that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If the wearer is hit by an attack, this trait is disrupted. This trait is also disrupted if the wearer is incapacitated or has a speed of 0. Useable 2/day.

Elemental Resistance: This property only applies to wearers of armor. Gain resistance based on the type of creature who's materials were used to create this armor. Ex: Black dragon = acid resistance, Gold dragon = lightning resistance

Emotion Glow: Items with this property glow faintly in a color representative of the user's emotions. Soft pink means they are amused, deep blue is sadness, green expresses curiosity, and crimson is anger. Other colors are not unlikely.

Feybane: When used to craft a weapon, successful attacks against fey creatures automatically critical. When used to craft armor, wearer becomes immune to fey's spells and magical abilities.

Heavyweight: When used to craft weapons, they always have the Heavy property. If the weapon crafted would already have the Heavy property, it must be weilded with two-hands. When used to craft Armor, the armor will always have a Str requirement of at least 10, or 2 higher than what is listed in the PHB for that armor type. It always causes disadvantage on stealth checks.

Icenine: Grants advantage vs Water Elementals, and imposes disadvantage vs Fire Elementals.

Ignited Illumination: As a bonus action, a user of an item with this property can set it ablaze or extinguish the flames. While ablaze, the user sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The flames may light torches or campfires, but otherwise does not actually burn.

Infernum: Weapons forged with this property deal an additional 1d4 fire damage. Armor forged with this property grants it's wearer immunity to fire damage, but will exhuast it's wearer if worn for more than 6 hours.

Intoxicating: This property only applies to armor. Any creature who touches this armor or the wearer of it must make a Wisdom save (DC 10 + wearer's Wisdom Modifier). Upon a failed save, the target is cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. A successful save leaves the target immune to the curse for 1 hour.

Snow Camouflage: Grants advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Stoneshift: Stone items with this property appear to occasionally shift and move, causing weapons to randomly change between bludgeoning and slashing damage. After about a week of using an item with this property, the user can learn to control the shifts and decide with damage type to use. The user can also use this property to hide small stones or gemstones in the weapon, with limits set by the DM.

Troll Regeneration: Items with this property regain 1 point of hardness damage per round at the start of the user's turn. Acid or Fire damage negate this ability until the following turn. Items broken with this property can set the pieces back together and spend a number of rounds equal to the item's Hardness Level allowing the pieces to reconnect and heal.

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